CP Garish

Moonrat

nothing left
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Jul 30, 2014
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So, I played a map on one of those impromptu servers, and I got mad at it. It had bad design, poor flow, and generally made me very very mad.

Infact, I got so mad that I wanted to create a map just so that I could get something better than whatever in the fuck that thing was. So I started on a KOTH map, and made a point, and then that quickly changed. As you all know, from that one infamous gameday, I had made a map called cp_raise.

Raise ended up being my single worst map of all time. It received a universally negative reaction from the entire server, and even had multiple people leave DURING the test. And that was just the first map of the gameday. It was a Linear A/D map, and it ended up being too small, too low, and too shit.

So I gave up. I simply gave up, and I dumped all my maps into a thread that nobody picked up. Everyone told me to stay, and take another go at mapping, but I was demotivated, saddened by the disgusting response that Raise received. What I thought had been my bestest design ever ended up being the worst. I was done with mapping, and I walked off from Hammer.

Then, recently I made a TTT map, known as ttt_recieving. It taught me that I could map, and I ended up completing the map to 100% percent. (Still need to release it) And I had faith again. Along with another project (Which you guys have seen various teasers for) I returned to TF2.

And now cp_garish is coming. When, I don't know, but I am going to make sure that this one is actually half decent before I put it out for the world.
 
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Kube

Not the correct way to make lasagna
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Aug 31, 2014
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3502137.jpg
 

Prolyfic

L5: Dapper Member
Dec 19, 2014
220
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COOL ; a new map in dev (i wonder what is the style of the map (and added in my collection of dev))
 

Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
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So what are this map's base facades going to be? Fashion companies?
 

Dr. Sasha

L4: Comfortable Member
Aug 5, 2013
185
86
Wait.

Are you talking about arena_amazon?

How dare you.


P.S. either that or manneival
 
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Kube

Not the correct way to make lasagna
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Aug 31, 2014
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Not that I have the most experience in laying down this initial feedback, and I know that a1 is still in development, but...

1st Screenshot:
Nice job! You thought up a plan and went for it. My advice for this point would be to expand the rock wall on each side, and to make side routes up from the lower to higher levels. Also, crate steps (especially large ones) make travel claustrophobic and difficult. I would recommend either replacing that with a ramp or removing it entirely (for gameplay purposes)

2nd Screenshot:
Not much to say here, except that you should a) make sure to func_detail the extra wooden beams/brushwork/the bridge entirely (if you haven't already), and b) add some Slack to the second wire for the light bulb. I'll also stress what I said earlier about the crates and stuff.

3rd Screenshot:
Just remember to func_detail where you can (I believe that just about the entire B building on Mountainlab was func_detailed, though don't hold me on that one). You might also want to remove the connector ramps for players to walk between the two roofs, as any player that can get up onto the first roof should be able to get up to the second (maybe leave a lone tire on the lower roof for double-jumping scouts). I'll let you slide on those unaligned board textures, because this is just pre-a1...

4th Screenshot:
This appears to be the exit to Blu's spawn. Again, look at how Mountainlab did things (Blu should generally be able to get out of spawn and to the point with a Medic push but without an Übercharge). In short, treat this area as its own essential gameplay space, as Red may and will be coming up right to the spawn gates if they can.

5th Screenshot:
A bird's-eye view of the map. Everything looks in-place, but I urge you to feel free to use visible dev textures if you plan on potentially changing an area. Both teams are going to want to attack from at least one main route (which you seem to define very well) and one flank (which seems to be missing, in large part due to the dependence on the main route). Be courageous and open to expanding the gameplay space, possibly even two-fold. If all goes well, I'd certainly like to see more of this map.

I'm going to warn you, from my experience with cp_talon, A/D is a difficult gamemode to balance. Stick at it, and Merasmus will thank you for keeping the mercs busy having fun (but he won't literally thank you, he'd have to make an account for that). May the force be with you, Moonrat!
 

Prolyfic

L5: Dapper Member
Dec 19, 2014
220
22
not bad for the news (or new screens) i like it

PS :it's a single CP , multi CP or 5 CP ?
 

killohurtz

Distinction in Applied Carving
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Feb 22, 2014
1,016
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It's clear that you know multiple spawn exits are important, but I'm not sure you quite understand why. At both teams' spawns, your exits are so close together that they may as well just be one door; any player on the other team could camp both of them with little effort. See how the BLU exits immediately funnel into the same narrow path? You've effectively turned them into a chokepoint.

It's okay to leave these doors as is, but you should treat them as a single exit and add another, completely separate flank. Otherwise you've got spawncamping to deal with, and if the team can get out, extremely predictable push routes.
 

Moonrat

nothing left
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Jul 30, 2014
932
585
Ugh, I was going to release this earlier, but I've been having logic problems....

I should get it sorted out by the end of the week. Hopefully before gameday.....